I know this has been done before, but here goes.
-Plains with actual grasses! I've said this before, and I want tall plains grass for foxes to hide in!
-Different heights with the map. Even small hills would be nice. The slopes wouldn't be able to be constucted on.
-A section of wall behind the ladder in the mine. It just bothers me that it's a freaking hole in the ground. Going up the back of the ladder doesn't make any sense.
-Variety in the height of fir trees. Small trees only drop 1 log, normal drop 2, and grand firs drop 3.
-The numerously suggested bed feature, where if you log off using a bed, you heal HHP.
-Slowed walking speed in water.
-More fish to catch based off of region.
-Localized plants that only grow in certain regions.
-Harvestable mushrooms!
-Herbs that can affect potency of tea, and give it special effects.
-More building types, with unique uses.
-Guilds, which could give slight advantages to the items they craft. They could also mark their items, so people know the quality of them. Guilds should have to be built in towns only.
-As stated in another thread, epic monters.
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Jfloyd
- Posts: 995
- Joined: Tue Jun 09, 2009 3:51 am
New World Features
"When I grow up, I want to be just like Kaka" -James Floyd, on growing up.
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ZestyLemons
- Posts: 58
- Joined: Tue Aug 11, 2009 9:49 pm
Re: New World Features
-Lots more trees. WAY MORE
Just adding on
Just adding on
One day I hope to start a village. It shall be called 'Fruit Town'
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kholhaus
- Posts: 34
- Joined: Sat Aug 08, 2009 8:08 am
Re: New World Features
ADDING ON!
-Were-beasts with the ability to turn infectee into a thrall, a person that turns into a were-beast at full-moon and loses control of character for that night. Might be possible to regain control of werewolf form if Intelligence is comparatively high.
-Plagues, such as ...ahem... ZOMBIE VIRUS! PLAGUED TOWN DESTROYED DUE TO INFECTION! ONLY A SCHOLARLY GIRL, A DARK-SKINNED GUILDSMAN, A TATTOOED WANDERER AND AN AGED FOOTSOLDIER SURVIVE!
-Curses, things that cause negative effects when certain things are met, of course, these can happen randomly, or intentionally cursed by someone with alchemy.
-Were-beasts with the ability to turn infectee into a thrall, a person that turns into a were-beast at full-moon and loses control of character for that night. Might be possible to regain control of werewolf form if Intelligence is comparatively high.
-Plagues, such as ...ahem... ZOMBIE VIRUS! PLAGUED TOWN DESTROYED DUE TO INFECTION! ONLY A SCHOLARLY GIRL, A DARK-SKINNED GUILDSMAN, A TATTOOED WANDERER AND AN AGED FOOTSOLDIER SURVIVE!
-Curses, things that cause negative effects when certain things are met, of course, these can happen randomly, or intentionally cursed by someone with alchemy.
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Xarx
- Posts: 222
- Joined: Thu Jul 30, 2009 5:18 am
Re: New World Features
kholhaus wrote:ADDING ON!
-Were-beasts with the ability to turn infectee into a thrall, a person that turns into a were-beast at full-moon and loses control of character for that night. Might be possible to regain control of werewolf form if Intelligence is comparatively high.
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ArPharazon
- Posts: 173
- Joined: Thu Jul 23, 2009 12:24 am
Re: New World Features
Make that trans-city guilds. You could be a member of a guild and a city at the same time. Guilds would not have claims or anything like that, but guildmembers (or maybe only officials) could build guildhouses which serve as teleport points (maybe designate a guildhouse to login at, or have them contain a portal/tunnel entrance/caravan master object that teleports you in game) and are accessible to all guild members as well as citizens of the town.Jfloyd wrote:-Guilds, which could give slight advantages to the items they craft. They could also mark their items, so people know the quality of them. Guilds should have to be built in towns only.
*sigh*I used to love that cartoon, man. Why'd it have to get dragged into this shit? =(Xarx wrote:
By the way, you know they have an answer to that now, don't you?
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Jfloyd
- Posts: 995
- Joined: Tue Jun 09, 2009 3:51 am
Re: New World Features
@ArPhra
I was implying just a building, that depending on the guild you made would serve as a meeting point to craft goods on a large scale.
Being a member of the guild would let you create guild items which could have higher stats and are labeled as such.
You shouldn't have to leave the town to join, but I doubt barbarians would have them.
Maybe the person who creates it has to have full civilization.
The chance of creating a better item is based off of inteligence.
I was implying just a building, that depending on the guild you made would serve as a meeting point to craft goods on a large scale.
Being a member of the guild would let you create guild items which could have higher stats and are labeled as such.
You shouldn't have to leave the town to join, but I doubt barbarians would have them.
Maybe the person who creates it has to have full civilization.
The chance of creating a better item is based off of inteligence.
"When I grow up, I want to be just like Kaka" -James Floyd, on growing up.
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Kruemelmonster
- Posts: 37
- Joined: Tue Aug 11, 2009 5:01 pm
Re: New World Features
- Forrests that grow by itself. Maybe every Tree with free radius sets every third day a new sapling by itself. So Forrests can be totaly destroyed but regenerate by itself over time, the more trees left. Unpopulatet Regions will grow to large Wilderness and left Villages won't remain as a garbadge dump. Instead they would get jungel ruins 
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ArPharazon
- Posts: 173
- Joined: Thu Jul 23, 2009 12:24 am
Re: New World Features
Won't you have to practically mine your way through the jungle that Mordor will become?
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Jfloyd
- Posts: 995
- Joined: Tue Jun 09, 2009 3:51 am
Re: New World Features
Yes, you would. Also, trees don't sprout that fast. I'd prefer if it was like after two real life weeks.ArPharazon wrote:Won't you have to practically mine your way through the jungle that Mordor will become?
Considering it takes a RL week for the tree to mature.
"When I grow up, I want to be just like Kaka" -James Floyd, on growing up.